Moving very large func_physbox entities

Moving very large func_physbox entities

Re: Moving very large func_physbox entities Posted by cur_sed on Tue Apr 12th 2005 at 8:26am
cur_sed
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Posted 2005-04-12 8:26am
cur_sed
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2 posts 0 snarkmarks Registered: Apr 12th 2005
I've recently had some troubles blowing up a (very) large wall... in
fact, it's more of a dam really, but that's beside the point. I've
clipped the wall into sections and used a phys_convert to make them
physical on a trigger. Problem is, when I set up a phys_explosion on
the opposite side of the wall, to simulate the wall exploding outwards,
it seems to have almost no impact on the pieces of the wall. I've tried
using env_explosino, phys_explosion, trigger_impact and even
phys_thruster to try and move these huge (probably around 5 * 5 metres)
concrete blocks around, but they all seem to use integers for their
magnitude/force, and so I can't seem to get enough force to move them.

now that I think about it a bit more, I could probably give them an
invisible parent physbox which is much smaller, but that seems like a
messy hack to me. Anyone hav any idea about how I can overcome this?
Re: Moving very large func_physbox entities Posted by wil5on on Tue Apr 12th 2005 at 10:11am
wil5on
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Posted 2005-04-12 10:11am
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Blocks are too big, mass is too large. Thrusters have a flag where you can tell them to ignore mass, maybe that would help. Or, you could use the mass multiplier in the func_physbox, set it to a small number (<1) and tweak that until it works.
Re: Moving very large func_physbox entities Posted by cur_sed on Tue Apr 12th 2005 at 11:15am
cur_sed
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Posted 2005-04-12 11:15am
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2 posts 0 snarkmarks Registered: Apr 12th 2005
I don't think changing the mass multiplier is an option in this case
(as the func_physboxes are created at runtime with a phys_convert
entity), but I'll check out the thruster flags.
Re: Moving very large func_physbox entities Posted by DrGlass on Tue Apr 12th 2005 at 1:13pm
DrGlass
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Posted 2005-04-12 1:13pm
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
make them all func_physboxes and set them to motion disabled and start
asleep. Then a moment before the explotion enable motion (with
outputs) and once the explosion hits them they will wake up and should
do what you want them to.
Re: Moving very large func_physbox entities Posted by omegaslayer on Tue Apr 12th 2005 at 2:55pm
omegaslayer
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Posted 2005-04-12 2:55pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
I thnk this is the simpple case of the pieces being too large. Ive never used the phys-convert entity because IMO its buggy (doesnt convery some entitys to phys-boxes), its best to set the boxes to asleep and then wake them when you want them to move, like dr glass said, but also increase the impact of the phys-explosion, so it will move those large pieces.
Re: Moving very large func_physbox entities Posted by Rof on Tue Apr 12th 2005 at 3:32pm
Rof
210 posts
Posted 2005-04-12 3:32pm
Rof
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210 posts 41 snarkmarks Registered: Dec 3rd 2004
One other problem might be simply that a wall made out of big blocks is
simply too strong. Unlike a real wall, where bits of it can crumble,
func_physboxes stacked together won't squash or crumble and they fit
together perfectly. That means there's no room for them to manoeuvre.

Suggestion: try making some small seams and parts of the wall out of
func_breakables. Just before the explosion goes off, kill the
breakables, and that should give the physboxes enough space so that
they can tumble and fall down a bit.